Who Sews the Bags and Who Buys Them
Bags are the one crafted good almost every character buys before it buys anything else, and the reagent slot adds a second, narrower market on top of it. This is how that trade works in Forever: where the materials come from, who the buyers are, and which parts we have not confirmed.
Bags are the first thing a character runs out of
Inventory is the binding constraint long before gold is. A gathering route stops when the bags are full, a quest chain fills slots with rewards nobody needs yet, and vendor trash takes the rest. That makes storage the earliest crafted good with a real buyer list: a character will pay for slots while still ignoring enchants, consumables and gear upgrades entirely. Most crafted markets have to wait for a raid calendar to produce demand. This one produces it in the first hours of play.
The demand repeats, but not from the same character twice. A bag is durable: once a set is bought, that character is finished as a customer until a bigger one is worth the swap. The repeat buyers are new characters instead. Every alt starts the same way, and kitting out a new alt is mostly storage plus a mount fund. The same goes for a mule that exists only to hold stock, where storage on a bank alt is the entire point of the character.
So the shape of the market is a wide, shallow one. There are many buyers, each buying once per character, and no seasonal spike to wait for. That rewards steady supply and punishes anyone who stockpiles for a price that was only going to exist during the opening rush.
Cloth and hides decide who can sell
Two trades supply containers. Tailoring works from cloth, which drops from humanoid mobs rather than from a node, so a tailor needs no gathering slot at all and competes with nobody for spawns. What a tailor does compete for is the drop itself: cloth is picked up by everyone levelling through the same zones, and much of it arrives on the market from players who have no use for it. Leatherworking works from hides instead, which means a skinner behind it or a steady bill paid to the leather market in Forever.
That difference matters for who can enter. A cloth supply line is open to any character that kills humanoids, so the tailoring side of the market fills up quickly and prices itself accordingly. The leather side carries a real gathering cost, which keeps the supply narrower but ties it to whatever else skinners are being paid for that week. Neither trade needs the other, and both end up selling into the same list of buyers.
Sales do not have to go through the auction house. Containers are an obvious candidate for crafted orders placed with tailors, because the buyer often knows exactly which bag they want and would rather hand over materials than pay for somebody else's. How much of the trade moves that way is a question of habit on each realm rather than a rule.
The reagent slot is a second, narrower market
Forever gives characters a dedicated reagent slot, which creates a container that is not a general bag. It holds crafting materials and nothing else, so it does not solve the loot problem a gathering evening creates. The buyer list is correspondingly narrower: crafters carrying stacks of the same materials around benefit, and a character with no production profession may never want one at all. That is a different market from ordinary bags, even though the same trades are the plausible suppliers.
It also changes behaviour rather than just capacity. A reagent slot keeps materials out of the main bags, which means fewer trips to a bank and more of a route spent gathering. The value of that is time rather than coin, and it is worth more to someone running long loops than to someone questing between towns. Anyone weighing it against ordinary storage should read it next to bank slots bought with gold, since the 2 solve overlapping problems from different ends.
What we have not confirmed
We have not checked a current recipe list against a live build, so we are not naming which professions craft reagent bags in Forever, what skill levels the recipes sit at, or which materials they consume. Capacity figures circulating in guides are also unverified here, and we are not repeating slot counts we cannot source. If the recipe list changes during testing, the ranking of tailoring against leatherworking for this market changes with it.
What is stable is the structure: durable goods, one purchase per character, repeat demand arriving through new characters rather than through re-buying. That holds whichever trade ends up holding the better recipes. If you are choosing a production slot around it, read it beside which profession pays best rather than on its own, and beside how Forever changed professions, since free gathering from the early levels changes who can feed a bench without paying for materials.
Questions
Which profession makes bags in Forever?
Tailoring makes cloth bags and leatherworking makes leather ones, which is the arrangement every Classic version has used. We have not verified the full Forever recipe list against a current build, so treat specific recipes, skill requirements and capacities as unconfirmed until a published note covers them.
Is a reagent bag just a bigger bag?
No. It fills a dedicated slot and holds crafting materials only, so it does not help with loot, quest rewards or vendor trash. It is useful to a character that carries stacks of materials and close to useless to one that does not, which makes its buyer list much narrower than the one for ordinary bags.
Do I need a gathering profession to supply a tailor?
Not for cloth. Cloth drops from humanoid mobs rather than from gathering nodes, so any character killing through the right zones produces it, and a lot of it reaches the market from players with no use for it. Leatherworking is the opposite case: it needs hides, which means skinning or a standing bill paid to skinners.
Is crafting bags worth doing for sale?
It depends on what the materials cost you and on how early you can supply. Demand is broad and repeats through new characters, but each sale is a durable good, so one buyer does not come back for the same item. A supply line you own outright is worth more here than a clever listing strategy.
Sources
- Official World of Warcraft site, used for anything Blizzard has actually published about Forever — World of Warcraft official site.
- Blizzard community forums, where most of the unverified beta reports about recipes and slots are posted — Blizzard WoW forums.